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Nod Vehicles
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Aro
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Joined: 10 Sep 2006
Location: Birmingham, United Kingdom

PostPosted: Tue Mar 24, 2015 2:39 pm    Post subject:  Nod Vehicles Reply with quote

[ Nod Infantry ] - [ Nod Vehicles ] - [ Nod Aircraft ] - [ Nod Structure ] - [ Nod Dawn Units ]




'Viper' Drone



With the old DPV fast becoming obsolete, The Inner Circle commissioned a project that would build an entirely robotic successor. After several designs were put forward and eventually rejected, two candidates were found: The first, the Cobra was a fully automated walker- initially rumoured to be the favoured design for its revolutionary locomotive design, was soon scrapped as it proved to be flawed. Its movement was ungainly and the cost of manufacture too high for the benefits it would bring to The Brotherhood.

The Viper, however, soon showed itself to outshine all other competitors. Though its wheeled design was more in vein with those of a conventional quad-bike, the design was sleek and easy to manufacture, making it the superior unit. While it too had issues, namely defective targeting software, the bugs were quickly ironed out. By the time of its release, the Viper was the equal and more to its predecessors.

Unfortunately, as with all  autonomous vehicles, they can only be repaired at a fully equipped service depot due to the delicacy of their AI systems.

  • Cost: 500
  • Requires: Fist of Nod
  • Primary Weapon: Dual-LASERs
  • Purpose: Anti-Infantry
  • Firepower: Low
  • Armour: Light
  • Speed: Fast
  • Crushes Infantry: No
  • Tech Level: 2




'Scorpion' Light Tank



Scorpions are cost effective rapid all terrain light tanks, ideal for hit and run assaults. To defend against GDI's new Marauders they've be outfitted with a secondary flak gun which has proven effective against these airborne missile troopers. Instillation of improved and notably smaller loaders have resulted in later models having enough free space to carry two passengers, assuming they don't mind cramped spaces.

  • Cost:  600
  • Requires: Fist of Nod
  • Primary Weapon: High-Speed Shells
  • Secondary Weapon: Flak Cannon
  • Purpose: Anti-Armour
  • Firepower: Low
  • Armour: Light
  • Speed: Fast
  • Crushes Infantry: Yes
  • Tech Level: 2




'Eclipse' Heavy Tank



Its development shrouded in mystery, the addition of a heavy tank marks the beginning of a shift in Nod’s combat doctrines since the end of the last war. The Eclipse sports a somewhat unconventional design, one protected by experimental composite plating capable of taking a beating while remaining lightweight enough to retain the speed and manoeuvrability Nod favours.

Its primary armament is a Tachyon Pulse Cannon, a faster than light particle capable of doing significant amounts of damage to enemy armour. However, the weapon takes some time to recharge between shots. Further field tests have revealed that ion storms can interfere with the tachyon stream, harmlessly dispersing the projectile. As such, all Eclipse tanks have been outfitted with a secondary 75mm cannon in case of significant ion activity.

  • Cost: 900
  • Requires: Fist of Nod, RADAR
  • Primary Weapon: Pulse Cannon
  • Secondary Weapon: 75mm Cannon (used only during Ion Storms)
  • Purpose: Anti-Armour
  • Firepower: Average
  • Armour: Heavy
  • Speed: Average
  • Crushes Infantry: Yes
  • Tech Level: 4




'Inferno' Flame Tank



This new generation of the deadly Flame Tank, utilises Nod's recently developed anti-gravetic engines (AGE), the technology of which was derived from the Tacitus. As the AGE is held alot by a repulsor field, its more stable and can carry a heavier load than GDI's jet based hover engines, however the repulsor fields major advantage over GDI's hover tech is its immunity to Ion Storms.

  • Cost: 750
  • Requires: Fist of Nod, RADAR
  • Primary Weapon: Dual Flame-Thrower
  • Purpose: Anti-Structure, Anti-Infantry, Anti-Tiberium Life
  • Firepower: High
  • Armour: Average
  • Speed: Average
  • Crushes Infantry: Yes
  • Tech Level: 5




'Hammerhead' Howitzer



These large Howitzers have the ability to out-range most normal base defences making them very critical units in Nod operations. They're armed with high explosive shells which prove very effective against large structures, base defences and Infantry. Hammerheads are slow moving and lightly armoured thus they should never be left un-escorted.

  • Cost: 900
  • Requires: Fist of Nod, RADAR
  • Primary Weapon: High-Explosive Shells
  • Purpose: Defence, Anti-Structure
  • Firepower: Average
  • Armour: Light
  • Speed: Average
  • Crushes Infantry: Yes
  • Tech Level: 6




'Cleaver' Drone



The product of cybernetic developments and Nod brutality, the Cleaver Drone is armed with several blades which rotate at an extremely rapid pace capable of ripping infantry to shreds and damaging lighter armour. Along with it's mobility and brutality, these heavily armoured drones are also capable of self-destruction which results in the blades damaging everything within a large radius of the explosion.

The Cleaver Drone utilizes anti-gravity technology which allows it to move across all forms of terrain including across rivers and lakes. Unfortunately, as with all  autonomous vehicles, they can only be repaired at a fully equipped service depot due to the delicacy of their AI systems.

  • Cost: 600
  • Requires: Fist of Nod, RADAR
  • Primary Weapon: Anti-Infantry Blades
  • Secondary Weapon: Anti-Armour Mine
  • Purpose: Defence
  • Firepower: Average
  • Armour: Average
  • Speed: Average
  • Crushes Infantry: Yes
  • Tech Level: 4




'Stinger' Mobile S.A.M.



The Stinger Mobile SAM is The Brotherhoods primary anti-air unit; its advanced onboard targeting systems coupled together with its Stinger SAMs can eliminate an enemy aircraft within a matter of moments. When deployed these targeting systems can be fully utilised granting the Stinger the ability to detected cloaked and burrowed units. This armoured unit normally travels with Nod convoys to protect them from airborne threats; however, the Stinger itself is incapable of engaging land targets, it should never be without an escort

  • Cost: 700
  • Requires: Fist of Nod, RADAR
  • Primary Weapon: Anti-Aircraft Missiles
  • Purpose: Anti-Aircraft
  • Firepower: High
  • Armour: Average
  • Speed: Fast
  • Crushes Infantry: Yes
  • Tech Level: 6




'Tremor' Artillery



Artillery has always been an important part of the Brotherhood’s Arsenal. Although the MM10 was effective artillery, it suffered from a high loss rate while in transit to their assigned objectives. With the development of advanced drilling equipment Nods corps of engineers decided upon a somewhat unusual solution. The Tremor Artillery was built to travel underground en-route to its destination; this mode of transport gives the artillery excellent protection and stealth.

To protect its cannon from being damaged whilst in transit, it is shielded by a large armoured compartment that when deploying falls down the sides of the vehicle becoming armoured skirts that protect the rear wheels, the 155mm Artillery Cannon then telescopically extends into the firing position ready to bombard enemy forces. Due-to its huge size and heavy weaponry, the Tremor is unable to move very fast whilst surfaced and cannot protect itself from enemy aircraft or close combat units, as such it should never be left un-escorted.

  • Cost: 1200
  • Requires: Fist of Nod, Technology Centre
  • Primary Weapon: Artillery Cannon
  • Purpose: Artillery, Defence, Sneak Attack
  • Firepower: High
  • Armour: Heavy
  • Speed: Very Slow
  • Crushes Infantry: Yes
  • Tech Level: 7




Demolition Drone



The Demolition Drone Is used as a last resort in the Nod War effort. Demolition Drones are unmanned robotic units with a small but powerful explosive device on the back which can either be triggered manually or if fired upon. The Demo-Charge is lethal to All kinds of Armour and Infantry including friendly units.

Unfortunately, as with all  autonomous vehicles, they can only be repaired at a fully equipped service depot due to the delicacy of their AI systems.

  • Cost: 1000
  • Requires: Fist of Nod, Technology Centre
  • Primary Weapon: Demo Charge
  • Purpose: Special
  • Firepower: Very High
  • Armour: Light
  • Speed: Slow
  • Crushes Infantry: No
  • Tech Level: 8




'Shadow' Stealth Tank



After being found ineffective for proper sneak attacks, Nod scientists explored possibilities to make the Stealth tank more effective. Using the Anti-Grav technology of the Cleaver Drone and the Inferno Flame Tank, the Stealth Tank has become much more effective as it is able to sneak across rivers and lakes avoiding detection units stationed at passable areas.

Though the new version of the Stealth Tank is on the field, older versions can still be found in Nod bases performing particular roles which the new version can't fulfil. This new stealth tank nicknamed the Shadow tank is armed with Trio rocket pods built upon a turret giving it a boost in attack power, but in order to keep both cloaking technology and anti-grav technology for a speed boost, heavy armour had to be cut from the new design meaning the Shadow Stealth Tank is extremely vulnerable once detected.

  • Cost: 1100
  • Requires: Fist of Nod, Technology Centre
  • Primary Weapon: Trio Rocket Pods
  • Purpose: Sneak Attack
  • Firepower: High
  • Armour: Light
  • Speed: Fast
  • Crushes Infantry: Yes
  • Tech Level: 8




'Termite' A.P.C.



This special Nod A.P.C. was designed to travel underground protecting the infantry units inside (a maximum of five) en-route to their destination. The A.P.C. itself is unarmed, therefore it is unable to protect itself while surfaced.

  • Cost: 800
  • Requires: Fist of Nod, Technology Centre
  • Purpose: Transport
  • Passengers: 5
  • Armour: Heavy
  • Speed: Average
  • Crushes Infantry: Yes
  • Tech Level: 7




Harvester



Nod's Tiberium Harvesters are faster than the GDI counterpart but have a lower storage capacity.

  • Cost: 1100
  • Requires: Fist of Nod, Tiberium Refinery
  • Purpose: Resource Collection
  • Storage: +25
  • Armour: Very Heavy
  • Speed: Fast
  • Crushes Infantry: Yes
  • Tech Level: 1




Mobile Repair Vehicle



Nod Mobile Repair Tanks are large units supplied by any Repair Bay that is constructed on the battle-field. These large vehicles can repair even the largest units on the battle-field in a matter of moments. In order for a vehicle this large to maintain a necessary movement pace, heavy armour had to be sacrificed.

  • Cost: 1000
  • Requires: Fist of Nod, Repair Bay
  • Primary Ability: Repair Grappler
  • Purpose: Support
  • Armour: Average
  • Speed: Average
  • Crushes Infantry: Yes
  • Tech Level: 6




Mobile Construction Vehicle (M.C.V.)



The foundation of any base starts with the Mobile Construction Vehicle (M.C.V.). Able to deploy itself into a fully functioning Construction Yard, the M.C.V. is a highly prized piece of equipment for Nod.

To deploy the M.C.V., select it, then double-click. If you get a "no deploy" cursor, something is blocking deployment of the unit. Move any other vehicles and infantry away from it, or move it away from trees or rocks that would prevent deployment..

  • Cost: 2500
  • Requires: Fist of Nod, Technology Centre
  • Purpose: Construction
  • Armour: Very Heavy
  • Speed: Slow
  • Crushes Infantry: Yes
  • Tech Level: 7





Cyborgs are the combination of living tissue and machine. Most of the early prototypes were created from mutant prisoners, but the majority in service today are individuals deemed enemies of Nod and volunteers, fanatics offered the chance to continue to serve the memory of Kane even after their natural life has expired. The subject is lobotomised and then altered with several Tiberium based treatments. Many subjects do not survive the deliberate mutation of their flesh and die before receiving a single cybernetic augmentation. Those that survive then have roughly 65% of their body surgically removed, the remainder is then grafted into a heavily armoured mechanical exo-skeleton. Many more subjects die during surgery but those that are successfully grafted into their new body are then linked with Nod's main governing AI. Then only after going through many diagnostic checks are they fitted with their weapons.

Long-term detractors believe that the cyborg program is a perversion of Kane's vision, intended to further the Inner Circles own goals.



Cyborg Reaper




Armed with twin ballistic missile launchers, these frightening constructs are known as Cyborg Reapers, near fleshless skulls coupled with quad all-terrain limbs, gives them a menacing arachnidesque silhouette, sowing unease in those that face them. However this design is not purely for psychological effect, but rather stability, making them a reliable mobile missile system threatening to enemy armour be it ground or air.

Initial Reaper prototypes were equipped with a net launcher for apprihending enemy infantry, for reasons unknown this feature wasn't carried over to the production model. In any event it would be adopted by Dr. Incandela's Infector program.

Although possessing immense firepower and physical resilience, Cyborg Reapers are vulnerable to anti-armour munitions. Their targeting systems are sensitive to interference from Ion Storms, rendering them harmless until the storm passes, but the biggest flaw is their susceptibility to EMP weaponry which will immobilise them completely for a short period of time.

Due to their size Reaper construction has to be completed at the Fist of Nod, furthermore they are incapable of entering armoured personnel transports.

  • Cost: 1200
  • Requires: Fist of Nod, Hall of Faith, Technology Centre
  • Primary Weapon: Twin Missiles
  • Purpose: Anti-Aircraft, Areal Damage
  • Firepower: High
  • Armour: Heavy
  • Speed: Average
  • Crushable: No
  • Tech Level: 8



[ Nod Infantry ] - [ Nod Vehicles ] - [ Nod Aircraft ] - [ Nod Structure ] - [ Nod Dawn Units ]

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